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Reduce FPS Overhead using Unity3D Pro Daylight Water
I'm using the daylight water (water3 - non wavey one, just dropping a Daylight Water prefab and scaling it to encompass my map which is a peninsula).
Using the profiler, I see this: http://screencast.com/t/fUDjy1QiLT
And it drops my FPS quite a bit, from around 120fps -> 40fps - this is tested by running the profiler and enabling/disabling the water to see how fps rates are affected.
So my question is how can I prevent this from occuring? The water is "underneath" most of my map, is there a way to set an occlusion area to not include this water? or to tell unity to ignore water covered by terrain?
Did you find a solution to this issue? Im having a similar problem, where when i checked with an external profiler I saw that more than half of the draw calls were due to things the user wouldnt actually see
Answer by tonydemot · Feb 08, 2012 at 06:15 PM
yes a occlusion area would be best here is some information on it : http://unity3d.com/support/documentation/Manual/Occlusion%20Culling.html
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